Since people doubted me on what I said here is the AD&D 1E DMG. It is what I said it is. It's not a rule for 1:1 time but rather an example of HOW to keep time. The entire section for 1:1 time starts off with, "For the sake of example,". When D&D Basic first appeared in 1975 it was a smash hit all across college campuses. Back then, like today, you have too few DMs, but back then you had an over saturation of players. This is why they used the shared world sandbox campaign style. Players would try to outsmart and outwit other players in order to get the treasure and complete a dungeon before the others did. This often resulted in the characters being engaged in PvP.
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Okay, but that's exactly what Jeffro says and used in his own Trollopolous campaign. His argument are that these rules as written are the missing link that makes all those esoteric 1e rules make sense. And that if you look at those rules from the mentality of a wargamer and not conventional RPG play which came much later, you will be able to make a much better campaign than anything you did before. You're missing the forest for the trees and ignoring the context of being Gary Gygax in the 70's as a wargamer who just invented the first Tabletop RPG. Everything that is not mentioned in the 1e DMG is simply implementation extrapolated from playing Chainmail and other wargames that would've been so obvious to Gygax and his friends that he never thought to mention them. If you watch the documentary, Secrets of Blackmoor, this becomes incredibly obvious.
Also it's weird you're saying Jeffro is a scammer when everything he's showing off is either available in 1E or on his free blog. If it's a scam, it has shit monetization. You don't need to spend any money to do a 1:1 time Gygaxstein. And it's super fun to do. Use your existing RPGs. It works well with Classic Traveller as I can attest to. 1:1 time Gygaxsteins can be used with any game, really. There are multiple blogs attesting to this. Including my own. When you play this way, so many things start to make sense. That lightbulb will go off and you'll realize this is how RPGs were always meant to be played. And people played them wrong for so long. It's all player driven as opposed to being some grand design of the GM that players are dragged through. Your players start to take initiative and interact with the game world in ways the GM doesn't anticipate, the patrons will shape the world through their actions. War, diplomacy, territory acquisition, giving quests to players and manipulating them, it's hard to talk about generally because your players will do different things. You don't need to take my word for it. Try it out.
Jeffro wasn't even a sperm in his daddy's sack when D&D was published. Everyone knows that Gary was a shitty writer which is why the D&D versions not written by him were the most financially successful. So Jeffro wasn't alive when D&D was first published. He never participated in the original games either, so he's talking out of his ass like the typical moronic millennial.
Gary didn't invent RPGs by himself. In fact, others before him did. He just managed to work with one of the original DMs to make D&D. I just hate it when idiots like you ignore David Wesley and Dave Arneson. Without Wesley there would be no RPGs. He's the one that started it with Braunstein. Arneson took Braunstein to the fantasy world.
Chainmail isn't referenced at all in AD&D 1E. It had been removed in AD&D 1E, and by that time Basic as well, had their own complete combat system. Miniatures were always part of the rules.
I'm laughing at you because you're spewing so much shit out of ignorance because you weren't alive then and you haven't read the rules.
Why would I use an idiotic example meant for 100s of players with 3-4 DMs in a 2-6 player game? You're the one missing the forest for the trees. 1:1 time was necessary for the time and it was an example of the rules on keeping time. That's the part you overlooked. It doesn't matter how you structure time in your game. What does matter is that you track time.
Oh your one to one time wouldn't work with my campaign setting. The timekeeping method I use is a year is broken down into 4 three month long turns. Each turn is further broken down into 3 one month action rounds. The players can choose what they want to do for the month. Using the idiotic 1:1 means that it would take 1 full year to resolve 12 action rounds and you can't skip it either. Also, we would have to play daily just to resolve things.
The other idiotic thing about 1:1 time as postulated by the supreme retard Jeffro is that your characters are functionally braindead that they are unable to sleep, shit, defend, etc... when the player isn't there. Have you ever wondered why Jeffro's campaigns never last for more than a few months? He's always whining on Twatter about how his campaigns fall apart and that he suffers from extreme burn out.
Jeffro's scam is him charging people to be patrons in order to pay to win.